attribute vec4 a_Position; // attribute variable
uniform vec4 u_Transition;
uniform float u_CosB, u_SinB;
uniform mat4 u_xformMatrix;
void main() {
  // gl_Position = a_Position + u_Transition;
  gl_PointSize = 20.0;
  // gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB;
  // gl_Position.y = a_Position.y * u_CosB + a_Position.x * u_SinB;
  // gl_Position.z = a_Position.z;
  // gl_Position.w = 1.0;
  // 
  gl_Position = u_xformMatrix * a_Position;
}